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#496 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
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@ Kendras
I have tested your patch. Good job! ![]() In the next few days I will try to review all your changes and see if there's anything that can be improved. My first remarks/suggestions below. Quote:
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I had to restore the 3D model previously linked to the light effect though, in order to make it to light up surrounding objects (most notably lantern's glass). Was there a special reason for you to remove it? What's the use of having La Plate in the German roster, since we have already added it to the French roster? |
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#497 | |||
Stowaway
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(Note : About the foam effect, I'm not sure that it's working smoothly. Sometimes, I notice an unexpected flickering effect. Could you check that attentively ?) |
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#498 | ||
Navy Seal
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![]() ![]() Main factors to play with are:
Both materials stored in the main unit and in the library file should be edited in a similar way (in both files, first 'empty' material=concrete, second empty material=metal). Do you have time to mess with those settings? ![]() I do. Look at lantern's glass: when the light flare particle node has a 3d mesh attached, the glass becomes bright when the light is on. If the 3d model is removed, the glass stays unlit. Quote:
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Talking about the same effect, I have some more remarks:
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#499 | |||
Navy Seal
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#500 | ||||||||||
Stowaway
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In the generator with the bitmap item attached, you can add as many items (with different materials linked, and different settings) as you want. |
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#501 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
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I tested the patch I modified on another version of the GWX. And it works, except my game GWX_Rus.https://www.dropbox.com/s/ay48lvxv90...%20Rus.7z?dl=0
![]() ![]() ![]() But I do not have the "Lighthouse" symbol on the map. ![]() I want to deal with the problem now, whatever happens to the final version "Lighthouses mod". Last edited by Anvar1061; 08-09-17 at 02:06 PM. |
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#502 |
Stowaway
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@ Anvar :
![]() ![]() I think I should change its name in Materials.dat. Would you want to use Teamviewer with me ? I may help you to sort out your problems directly. |
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#503 | |
Ocean Warrior
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You will render a huge service to modders if you specify what you changed in Materials.dat and particles.dat. ![]() |
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#504 | |||||||||
Navy Seal
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![]() Talking about GenHeightControl, I forgot to mention that the idea of asscoaiting it with the FloatingObject controller to trigger the splash effect, is brilliant! Is it your, or you borrowed it from somewhere else? ![]() Sure it is. On my HD, all of your particle genertors and materials are stored in the custom FX library file I had created for light effects. I wanted to create yet another library file to be used only for materials, but it didn't work. Apparently particle materials can only be stored either in Materials.dat, or in the same file as the particle generator(s) calling for them. Quote:
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I don't, but I have uploaded my tweaked files: Tourelle de La Plate v12 - Patch 2 Instructions: remove Particles.dat, Materials.dat and Materials.dsd from Tourelle de La Plate v12 - Patch 1, enable it over Tourelle de La Plate v12 and then enable Tourelle de La Plate v12 - Patch 2 on top of the two previous mods. Why not? Life Variation, Creation Rate Variation, Size Variation, Velocity Variation, Weight Variation, Opacity Variation, Spin Variation, RandomMotion and Wind Coefficients are there for a reason. Many of the cool SH5 effects were created using more or less the same controllers and textures as SHIII, but making the best of the rendom features which are seldomly used in SHIII. Quote:
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![]() Okay, you have probably installed a buggy version of those files. There should be a working version of them somewhere in this thread, but I didn't include them in v12 as Kendras wasn't fully satisfied with them. We will keep working on terrain modifications when we will finish with the La Plate tower. Sorry for the inconvenience ![]() |
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#505 |
Navy Seal
![]() Join Date: Jan 2011
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Guys can you please test this:
Tourelle de La Plate v12 - Patch 3 Enable it on top of alpha v12, v12 patch 1 (making sure that you have removed Materials.dat, Particles.dat and Particles.dsd from it) and v12 patch 2. I have enabled DX2/3 compression and alpha blending of the water spray material. The latter setting finally enabled me to get rid of the apparently unused fast particle generator (which might have messed with the other particle generators though). Last, I have rearranged the indices of the remaining particle generators. Tested at a wind speed of 10 and 15 m/s, after the above changes the splash animation seems to me much more smooth. The stuttering still happens at times, but it is not as apparent and frequent as before. Let me know if it works for me as it does for me ![]() |
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#506 |
Ocean Warrior
![]() Join Date: May 2012
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![]() ![]() I get these streams of water. Where can I download Materials.dat, particle.dat, particle.dsd And correct «GWX terrain +Sein»? Last edited by Anvar1061; 08-10-17 at 02:47 AM. |
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#507 | |
Navy Seal
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1. Enable the Tourelle de la Plate mod v12.. 2. Remove Materials.dat, Particles.dat and Particles.dsd from Patch 1 (those files are not needed anymore by the mod), and enable it. 3. Enable Patch 2 4. Enable Patch 3 Links to Patch 2 and 3 are found in my last post of yesterday. Scrap terrain modifications: for the monent you dont need them. ![]() |
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#508 |
Ocean Warrior
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#509 |
Navy Seal
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That's correct, those files are no longer needed; wave splash particles and matetials used by this mod are now stored in Lighthouse_FX.dat, but if you have correctly installed patch 2 and patch 3, splashes shouldn't look as in the picture you have linked in you previous post
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#510 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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@ Kendras ;-)
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